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P.D. Magnus' ruminations on gaming, along with shrill promotion of his own designs.
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Two Rook City variants

P.D. Magnus
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Sentinels of the Multiverse: Rook City was the first expansion for Sentinels, which is maybe why it's the one I most wanted to tinker with. A cool feature of the way Sentinels is designed is that an alternate hero or villain card can do a lot to finesse the way that the deck plays.

And, like I do, I doodled up art for them. Click on the images below for full-sized, printable versions.

I also give a bit of the rationale for each of the variants. Whether the changes count as improvements will be partly a matter of taste. Feel free to leave a comment noting either approval or revulsion!

Expatriette, Trademark

From gallery of pmagnus
From gallery of pmagnus


Trademark Power: Search your trash or your deck for either "Pride" or "Prejudice" and put it into play. If you searched your deck, shuffle your deck.

bluetaj: I have had too many games with original Expatriette when she went for turns without any cards to play. This alternate power means that Expatriette can always get her hands on a gun. It won't usually be the best one for the job, but it will be one of her favourites.

EDIT: Here's a revised (better) version of the alternate power.

From gallery of pmagnus


Spite, Killer in the Shadows

From gallery of pmagnus
From gallery of pmagnus



At the start of the game, put Spite in play, Killer in the Shadows side up.

Spite starts with 60 HP.

Reveal cards from the top of the villain deck until a Drug card is revealed and put it in play. Search the villain deck for the Safe House and put it in play. Shuffle other revealed cards into the villain deck.


front side: KILLER IN THE SHADOWS

If at any time there are no Drug cards in play or if Spite would be destroyed, flip Spite's villain character card.

If one of Spite's cards would destroy environment cards, instead heal Spite 1 HP for each environment card that would be destroyed.

Damage to Spite is reduced by 1 for each Victim in play.

At the start of the villain turn, you may discard one card from under the Safe House to shuffle one Drug card into the villain deck.

At the end of the villain turn, Spite deals the hero target with the lowest HP H-2 melee damage and the hero target with the highest HP H-1 energy damage.


back side: JONESING MURDER ADDICT

When flipped to this side, if Spite has fewer than 20 HP, restore Spite to 20 HP.

At the start of the villain turn, you may discard one card from under the Safe House to shuffle one Drug card into the villain deck.
Then Spite regains 1 HP for each Victim in play.

At the end of the villain turn, play the top card of the villain deck. Then, Spite deals all targets H-1 energy damage.


bluetaj: With this version of Spite, players have a strong incentive to try and save potential victims. Victims in play benefit him (by reducing damage on the front, by healing him on the back), and saved victims give the players a way to try and control Spite's drugs.

Another small change is that he hides in the environment on the front side; all his cards that would destroy environment cards heal him instead.

The result is a very different experience from the usual Spite, which quickly makes the environment irrelevant and always ends with all the drugs in play.
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